More actions
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== Using boosters == | == Using boosters == | ||
To use a booster, right click on it and select | To use a booster, right click on it and select "Consume". This can be done in space or at a station. Each booster type has a different "slot" that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for regular neural implants. | ||
It is not possible to override an booster once it has been consumed | It is not possible to override an booster once it has been consumed - pilots must wait out the drug for its duration. Combat boosters last 30 minutes, increased by 20% (6 minutes) for each level of {{sk|Biology|icon=yes}} the user has trained. | ||
Each | Each type of booster has four side effects associated with it. When the booster is used, each of these effects has a chance of occurring. A pilot might have no penalties for using a booster, or could experience all four at once. The chance of getting a side effect is 20% for Standard, 30% for Improved, and 40% for Strong. The penalties are -20% for Standard, -25% for Improved, and -30% for Strong. Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants. | ||
=== Skills === | === Skills === | ||
* {{sk|Biology|mult=yes}}: 20% bonus to attribute booster duration | * {{sk|Biology|mult=yes}}: 20% bonus per skill level to attribute booster duration | ||
* {{sk|Neurotoxin Control|mult=yes}}: 5% reduction | * {{sk|Neurotoxin Control|mult=yes}}: 5% reduction per skill level to booster side effects potency | ||
* {{sk|Neurotoxin Recovery|mult=yes}}: 5% reduction | * {{sk|Neurotoxin Recovery|mult=yes}}: 5% reduction per skill level to the chance of having a negative side effect | ||
=== Implants === | === Implants === | ||